The Saltglass Grimoire
A merperson living in human form keeps this tide-marked grimoire to master the arcane arts of the land without losing his way back to the sea.
Spellbook · Sorcerer · Level 8
The Saltglass Grimoire
A merperson living in human form keeps this tide-marked grimoire to master the arcane arts of the land without losing his way back to the sea.

Ex librisNeris ValeInnate arcane sorcery

At a glance
Level
8
Sorcerer
Spells
12
5 cantrips, 1 signature
Spell slots
1st level
2nd level
3rd level
4th level
At the table
A margin note
Plot hook
Spells
12 spellsCantrips
5- Make a melee spell attack against a creature within reach. On a hit, it takes lightning damage and cannot take reactions until the start of its next turn.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S
- Save or attack
- Melee spell attack
- Damage
- lightning
- Higher levels
- Damage increases by at character levels 5, 11, and 17.
- Source
- D&D 5e SRD 5.1, cantrip
- Make a ranged spell attack against a creature or object. On a hit, the target takes fire damage; a flammable unattended object can ignite.
- Duration
- Instantaneous
- Target
- One creature or object
- Components
- V, S
- Save or attack
- Ranged spell attack
- Damage
- fire
- Higher levels
- Damage increases by at character levels 5, 11, and 17.
- Source
- D&D 5e SRD 5.1, cantrip
- Create a spectral hand that can manipulate objects, open an unlocked door or container, retrieve or stow an item, or pour contents from a vial. It cannot attack, activate magic items, or carry more than 10 pounds.
- Duration
- Up to 1 minute
- Target
- A spectral hand in an unoccupied space within range
- Components
- V, S
- Higher levels
- No scaling.
- Source
- D&D 5e SRD 5.1, cantrip
- Create a sound or a static image of an object within range. The illusion ends if dismissed or if you cast this spell again; physical interaction or careful examination can reveal it as an illusion.
- Duration
- Up to 1 minute
- Target
- A point within range, creating one sound or a static image of an object
- Components
- V, S
- Save or attack
- Investigation check against spell save DC to discern an image
- Higher levels
- No scaling.
- Source
- D&D 5e SRD 5.1, cantrip
- Perform a minor magical trick, such as creating a harmless sensory effect, lighting or snuffing a small flame, cleaning or soiling an object, or briefly warming, chilling, or flavoring nonliving material.
- Duration
- Up to 1 minute
- Target
- An object or point within range
- Components
- V, S
- Higher levels
- No scaling.
- Source
- D&D 5e SRD 5.1, cantrip
1st level
2- Create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range and deals force damage.
- Duration
- Instantaneous
- Target
- One or more creatures you can see within range
- Components
- V, S
- Save or attack
- None; the darts hit automatically
- Damage
- force per dart
- Higher levels
- Create one additional dart for each slot level above 1st.
- Source
- D&D 5e SRD 5.1, 1st-level spell
- A willing creature not wearing armor has base AC 13 + its Dexterity modifier for the duration. The spell ends if the target dons armor.
- Duration
- 8 hours
- Target
- One willing creature not wearing armor
- Components
- V, S, M (a tiny strip of white cloth)
- Higher levels
- No scaling.
- Source
- D&D 5e SRD 5.1, 1st-level spell
2nd level
2- A creature you touch becomes invisible, along with anything it is wearing or carrying, until the spell ends. The spell ends early for a target that attacks or casts a spell.
- Duration
- Concentration, up to 1 hour
- Target
- One creature you touch
- Components
- V, S
- Higher levels
- For each slot level above 2nd, target one additional creature; all targets must be within 30 feet of one another when targeted.
- Source
- D&D 5e SRD 5.1, 2nd-level spell
- Create a mass of sticky webs in a 20-foot cube. The webs make the area difficult terrain and lightly obscure it. A creature that starts its turn in the webs or enters them during its turn makes a Dexterity saving throw or becomes restrained; a restrained creature can use its action to make a Strength check to escape. The webs are flammable.
- Duration
- Concentration, up to 1 minute
- Target
- A point within range, filling a 20-foot cube
- Components
- V, S, M (a fleece or similar soft material)
- Save or attack
- Dexterity saving throw when the webs first appear or when a creature starts its turn in them
- Higher levels
- No scaling.
- Conditions
- Restrained
- Source
- D&D 5e SRD 5.1, 2nd-level spell
3rd level
2- A streak of flame blossoms into a 20-foot-radius sphere. Each creature in the area makes a Dexterity saving throw, taking fire damage on a failure or half as much on a success. Unattended flammable objects ignite.
- Duration
- Instantaneous
- Target
- Creatures in a 20-foot-radius sphere centered on a point within range
- Components
- V, S, M (a tiny ball of bat guano and sulfur)
- Save or attack
- Dexterity saving throw; half damage on a success
- Damage
- fire
- Higher levels
- Damage increases by for each slot level above 3rd.
- Conditions
- Prone
- Source
- D&D 5e SRD 5.1, 3rd-level spell
- Attempt to interrupt a creature you see casting a spell. A spell of 3rd level or lower is interrupted automatically; for a higher-level spell, make an ability check. On a success, the spell fails and has no effect.
- Duration
- Instantaneous
- Target
- One creature casting a spell within range
- Components
- S
- Save or attack
- None for spells of 3rd level or lower; ability check for a higher-level spell
- Higher levels
- Automatically interrupts a spell of a level no higher than the slot used. For a higher-level spell, make an ability check with a DC of 10 + the spell's level; the check has a bonus per slot level above 3rd.
- Source
- D&D 5e SRD 5.1, 3rd-level spell
4th level
1- A creature you touch becomes invisible for the duration, along with anything it is wearing or carrying. The invisibility persists even if the target attacks or casts a spell.
- Duration
- Concentration, up to 1 hour
- Target
- One creature you touch
- Components
- V, S, M (a drop of water or a piece of glass)
- Higher levels
- No scaling.
- Conditions
- Invisible
- Source
- D&D 5e SRD 5.1, 4th-level spell
In the margins
4 notes
DiaryA land-breathing body still remembers the pressure of the deep. Do not mistake adaptation for forgetting.
FormulaThe first syllable is spoken on the exhale. The second belongs to the silence after it.
WarningDo not cast near the old harbor bell. Something below answers its echo.
DiagramA spiral is not decoration. It is a current drawn where the eye can follow.
The book itself
The book smells faintly of rain on warm stone and deep seawater.
Its owner learned to walk on land by studying the rhythms of human speech and gesture as if they were arcane formulae.
The spells are selected as a level 8 Sorcerer's known repertoire, not as spells granted by the book.
The caster
Innate arcane sorceryNeris Vale
Studies: Arcane spellcraft, with a personal fascination for force, illusion, and controlling the battlefield.Manner: Courteous and watchful, with the measured calm of someone accustomed to moving through deep water and unfamiliar customs.Focus: A smooth piece of sea-glass mounted in a silver ring, which he turns between his fingers while shaping spells.Quirk: He pauses before answering, as if listening for the current beneath a conversation, and keeps a small bowl of seawater beside his bed.Wants: To find a safe way to travel between his sea-born home and his chosen life on land, without being forced to abandon either.Born among a merfolk community, he took human form to explore the surface world and stayed after discovering a talent for spontaneous arcane magic. He records useful patterns in this grimoire so his memories of the sea remain close.
The book
A salt-stiffened, blue-black leather grimoire with silvered page edges and a clasp shaped like a curling wave. Its diagrams shimmer like moonlight beneath water, though the ink stays dry.
Its wards · GM only
About the book
FormatA compact, tide-worn codex with waterproof vellum pages
ThemeArcane
Written by aSorcerer
Caster level8
SystemGeneric Fantasy, using D&D 5e SRD-compatible spell rules
Plot hooks
1A moonlit chart hidden in the binding shows a route to the spellcaster's submerged birthplace, but its markings change with the tides.
2The old harbor bell has begun ringing underwater, and something is answering with the same arcane cadence used in the book's formulas.
3A landlocked collector recognizes the silver clasp as a relic of the spellcaster's people and offers a fortune for it, drawing unwanted attention from the sea.
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